The year 2476, Earth's space-federation has been building moon-bases across the galaxy. One of those moon-bases has been sending a distress signal. Space Grunts are a group of intergalactic "problem" solvers, sent to investigate..
Space Grunts mixes an action game with a turn-based roguelike: Quick instant turns and inventory handling meets screen-shakes, big explosions, and intense action
DoDistribute() for press keys
Steam page: Store.steampowered.com
Landing page: Spacegrunts.com
Media assets/presskit: Orangepixel.net
Trailer: Youtube.com
Orangepixel: Orangepixel.net
Release in January 2016 on Steam, with mobile versions following few weeks later
Version 1.11.0 is NOW available on iOS, Android and PC. Grab it here:
Steam - Itch.io - iOS App Store - Google Play
You’ll now find the planet has a host of different fruits and these are a little different from your normal items. Fruit is “instant” so if you pickup a fruit, it’s effects will be instant and not card-based. In most cases the fruit will increase your health with +1 or +3 (depending on the size of the fruit).. but every now and then, the fruit can be rotten.. and there is always one type that’s poison. So figure out which is poison, and avoid it as much as possible !
Another BIG change is the function of teleporters/safe-spots. I always found them a little underwhelming and function-less. SO let’s improve it. The “Retreat” card in battles is now replaced with a “Beam out” card, which will instantly bring you to the last safe-spot (and end the battle). This makes the teleporters suddenly more interesting, because you can now trigger them near the exit, or near a fruit-room, or at least in a safe spot somewhere in the level.
I decided it was time to spice up the variation a bit, so there are now alternate versions of graphics for each region, and the game will alternate between those for the various levels. It’s a tiny thing gameplay wise, but it does make the game feel fresh again!
While doing new graphics I also added a tiny amount of new level-layouts, so you might find yourself wandering in new areas now and then!
It was also about time to add some fresh meat to the game, so you’ll be able to encounter three new creatures, one of which is very fast: it can take 2 turns so might be harder to escape from!
Transporters now have gotten even more functionality, as mentioned last week, so now stepping onto a transportation spot pops-up a little choice. Either set it as a new safe-spot, use it to teleport to the last set safe-spot, or just ignore it (if you stepped on it by accident).
The last safe-spot teleport is also shown on the radar in Blue.. and I think it’s about time to add some sort of legend to the map-screen in an update soon!
Here's a full changes list since v1.8.0 :
Captain, we have encountered a long list of tweaks, changes, and improvements. Systems tell us it's a great time to check out the update and try to survive...
A whole new game mode: challenges is introduced, including 8 challenges. A new alternate-route: biodome, and perma-unlockable Buff cards.. that's a lot...
The game now has Daily Challenges added, the Heroes of Loot Dungeon makes an appearance, and we have a big amount of improvements, fixes and of course...
The second update is here, and it's a pretty big one! Introducing the first game event (Comets) a dialog+tutorial system, save-game and a bigger map amongst...
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looks supercool, tracking!